linearly 0.36.0 → 0.37.0

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Files changed (47) hide show
  1. package/lib/esm/mat2.d.ts +1 -1
  2. package/lib/esm/mat2.d.ts.map +1 -1
  3. package/lib/esm/mat2.js +3 -2
  4. package/lib/esm/mat2d.d.ts.map +1 -1
  5. package/lib/esm/mat2d.js +4 -5
  6. package/lib/esm/mat3.d.ts.map +1 -1
  7. package/lib/esm/mat3.js +16 -15
  8. package/lib/esm/mat4.d.ts.map +1 -1
  9. package/lib/esm/mat4.js +18 -17
  10. package/lib/esm/quat.js +3 -3
  11. package/lib/esm/scalar.d.ts +6 -35
  12. package/lib/esm/scalar.d.ts.map +1 -1
  13. package/lib/esm/scalar.js +11 -53
  14. package/package.json +9 -4
  15. package/lib/cjs/common.d.ts +0 -16
  16. package/lib/cjs/common.d.ts.map +0 -1
  17. package/lib/cjs/common.js +0 -70
  18. package/lib/cjs/index.d.ts +0 -10
  19. package/lib/cjs/index.d.ts.map +0 -1
  20. package/lib/cjs/index.js +0 -22
  21. package/lib/cjs/mat2.d.ts +0 -272
  22. package/lib/cjs/mat2.d.ts.map +0 -1
  23. package/lib/cjs/mat2.js +0 -473
  24. package/lib/cjs/mat2d.d.ts +0 -329
  25. package/lib/cjs/mat2d.d.ts.map +0 -1
  26. package/lib/cjs/mat2d.js +0 -641
  27. package/lib/cjs/mat3.d.ts +0 -295
  28. package/lib/cjs/mat3.d.ts.map +0 -1
  29. package/lib/cjs/mat3.js +0 -670
  30. package/lib/cjs/mat4.d.ts +0 -532
  31. package/lib/cjs/mat4.d.ts.map +0 -1
  32. package/lib/cjs/mat4.js +0 -1576
  33. package/lib/cjs/quat.d.ts +0 -334
  34. package/lib/cjs/quat.d.ts.map +0 -1
  35. package/lib/cjs/quat.js +0 -802
  36. package/lib/cjs/scalar.d.ts +0 -501
  37. package/lib/cjs/scalar.d.ts.map +0 -1
  38. package/lib/cjs/scalar.js +0 -728
  39. package/lib/cjs/vec2.d.ts +0 -664
  40. package/lib/cjs/vec2.d.ts.map +0 -1
  41. package/lib/cjs/vec2.js +0 -1247
  42. package/lib/cjs/vec3.d.ts +0 -660
  43. package/lib/cjs/vec3.d.ts.map +0 -1
  44. package/lib/cjs/vec3.js +0 -1329
  45. package/lib/cjs/vec4.d.ts +0 -552
  46. package/lib/cjs/vec4.d.ts.map +0 -1
  47. package/lib/cjs/vec4.js +0 -1200
package/lib/cjs/vec4.d.ts DELETED
@@ -1,552 +0,0 @@
1
- import { mat4 } from './mat4';
2
- import { quat } from './quat';
3
- /**
4
- * Represents 4D vector
5
- * @category Types
6
- */
7
- export type vec4 = readonly [x: number, y: number, z: number, w: number];
8
- /**
9
- * Functions for {@link vec4}, a 4D vector.
10
- * @category Modules
11
- */
12
- export declare namespace vec4 {
13
- /**
14
- * Mutable version of {@link vec4}
15
- * @category Types
16
- */
17
- type Mutable = [x: number, y: number, z: number, w: number];
18
- /**
19
- * Creates a new vector from given elements
20
- * @category Generators
21
- */
22
- function of(x: number, y?: number, z?: number, w?: number): vec4;
23
- /**
24
- * Creates a mutable clone of given vec4
25
- * @category Generators
26
- */
27
- function clone(a: vec4): Mutable;
28
- /**
29
- * @category Constants
30
- */
31
- const zero: vec4;
32
- /**
33
- * @category Constants
34
- */
35
- const one: vec4;
36
- /**
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- * An unit vector pointing towards positive X. Same as `[1, 0, 0, 0]`
38
- * @category Constants
39
- */
40
- const unitX: vec4;
41
- /**
42
- * An unit vector pointing towards positive Y. Same as `[0, 1, 0, 0]`
43
- * @category Constants
44
- */
45
- const unitY: vec4;
46
- /**
47
- * An unit vector pointing towards positive Z. Same as `[0, 0, 1, 0]`
48
- * @category Constants
49
- */
50
- const unitZ: vec4;
51
- /**
52
- * An unit vector pointing towards positive W. Same as `[0, 0, 0, 1]`
53
- * @category Constants
54
- */
55
- const unitW: vec4;
56
- /**
57
- * Adds given vec4's
58
- */
59
- function add(...vs: (vec4 | number)[]): vec4;
60
- /**
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- * Subtracts given vec4's. When the argument is a single vector, it negates it. Otherwise, it subtracts from left to right.
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- *
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- * @shorthands
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- * - {@link sub}
65
- */
66
- function subtract(...vs: (vec4 | number)[]): vec4;
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- /**
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- * Alias for {@link subtract}
69
- */
70
- const sub: typeof subtract;
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- /**
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- * Subtracts a from b
73
- */
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- function delta(a: vec4 | number, b: vec4 | number): vec4;
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- /**
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- * Multiplies given vec4's
77
- * @shorthands
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- * - {@link mul}
79
- */
80
- function multiply(...vs: (vec4 | number)[]): vec4;
81
- /**
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- * Alias for {@link multiply}
83
- */
84
- const mul: typeof multiply;
85
- /**
86
- * Divides given vec4's
87
- *
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- * @shorthands
89
- * - {@link div}
90
- */
91
- function divide(...vs: (vec4 | number)[]): vec4;
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- /**
93
- * Alias for {@link divide}
94
- */
95
- const div: typeof divide;
96
- /**
97
- * Returns the absolute value of each component of a vec4
98
- */
99
- function abs(v: vec4): vec4;
100
- /**
101
- * Symmetric round the components of a vec4
102
- */
103
- function round(a: vec4): vec4;
104
- /**
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- * Applies Math.ceil to each component of a vec4
106
- */
107
- function ceil(a: vec4): vec4;
108
- /**
109
- * Applies Math.floor to each component of a vec4
110
- */
111
- function floor(a: vec4): vec4;
112
- /**
113
- * Applies Math.sign to each component of a vec4
114
- */
115
- function sign(v: vec4): vec4;
116
- /**
117
- * Removes the fractional part
118
- * @see https://www.sidefx.com/docs/houdini/vex/functions/trunc.html
119
- */
120
- function trunc(v: vec4): vec4;
121
- /**
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- * Computes the fractional part of the argument
123
- * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/fract.xhtml
124
- */
125
- function fract(a: vec4): vec4;
126
- /**
127
- * Compute value of one parameter modulo another. This is computed as x - y * floor(x/y). Unlike JavaScript's `%` operator, the sign of result always matches to `b`.
128
- * @see https://thebookofshaders.com/glossary/?search=mod
129
- */
130
- function mod(a: vec4, b: vec4 | number): vec4;
131
- /**
132
- * Quantize a vec4 to a given step and offset. If the step is 0, the value is returned unchanged.
133
- * @param v The value to quantize
134
- * @param step The step size
135
- * @param offset The offset
136
- * @returns The quantized value
137
- */
138
- function quantize(v: vec4, step: vec4 | number, offset?: vec4 | number): vec4;
139
- /**
140
- * Returns the minimum of given vec4's
141
- */
142
- function min(...vs: (vec4 | number)[]): vec4;
143
- /**
144
- * Returns the maximum of given vec4's
145
- */
146
- function max(...vs: (vec4 | number)[]): vec4;
147
- /**
148
- * Constrain a value to lie between two further values
149
- * @see https://thebookofshaders.com/glossary/?search=clamp
150
- * @param v the value to constrain
151
- * @param min the lower end of the range into which to constrain `v`
152
- * @param max the upper end of the range into which to constrain `v`
153
- */
154
- function clamp(a: vec4, min: vec4 | number, max: vec4 | number): vec4;
155
- /**
156
- * Clamps each component to [0, 1]. Equivalent to {@link saturate}.
157
- */
158
- function clamp01(v: vec4): vec4;
159
- /**
160
- * Clamps each component to [-1, 1]
161
- */
162
- function clamp11(v: vec4): vec4;
163
- /**
164
- * Scales a vec4 by a scalar number
165
- *
166
- * @param a the vector to scale
167
- * @param s amount to scale the vector by
168
- */
169
- function scale(a: vec4, s: number): vec4;
170
- /**
171
- * Returns the average value of the input(s)
172
- * @see https://www.sidefx.com/docs/houdini/vex/functions/avg.html
173
- *
174
- * @shorthands
175
- * - {@link avg}
176
- */
177
- function average(...vs: vec4[]): vec4;
178
- /**
179
- * Alias for {@link average}
180
- */
181
- const avg: typeof average;
182
- /**
183
- * Adds given vec4's after scaling the second operand by a scalar value
184
- * @param scale the amount to scale b by before adding
185
- */
186
- function scaleAndAdd(a: vec4, b: vec4, scale: number): vec4;
187
- /**
188
- * Calculates the euclidian distance between two vec4's
189
- */
190
- function distance(a: vec4, b: vec4): number;
191
- /**
192
- * Alias for {@link distance}
193
- */
194
- const dist: typeof distance;
195
- /**
196
- * Calculates the squared euclidian distance between two vec4's
197
- *
198
- * @shorthands
199
- * - {@link sqrDist}
200
- */
201
- function squaredDistance(a: vec4, b: vec4): number;
202
- /**
203
- * Alias for {@link squaredDistance}
204
- */
205
- const sqrDist: typeof squaredDistance;
206
- /**
207
- * Returns the absolute difference between corresponding components of two vec4's
208
- *
209
- * @shorthands
210
- * - {@link diff}
211
- */
212
- function difference(a: vec4, b: vec4): vec4;
213
- /**
214
- * Alias for {@link vec4.difference}
215
- * @category Shorthands
216
- */
217
- const diff: typeof difference;
218
- /**
219
- * Calculates the length of a vec4
220
- *
221
- * @shorthands
222
- * - {@link len}
223
- */
224
- function length(a: vec4): number;
225
- /**
226
- * Alias for {@link length}
227
- */
228
- const len: typeof length;
229
- /**
230
- * Calculates the squared length of a vec4
231
- *
232
- * @shorthands
233
- * - {@link sqrLen}
234
- */
235
- function squaredLength(a: vec4): number;
236
- /**
237
- * Alias for {@link squaredLength}
238
- */
239
- const sqrLen: typeof squaredLength;
240
- /**
241
- * Negates the components of a vec4
242
- * @shorthands
243
- * - {@link neg}
244
- */
245
- function negate(a: vec4): vec4;
246
- /**
247
- * Alias for {@link negate}
248
- */
249
- const neg: typeof negate;
250
- /**
251
- * Returns the inverse of the components of a vec4
252
- *
253
- * @shorthands
254
- * - {@link inv}
255
- */
256
- function invert(a: vec4): vec4;
257
- /**
258
- * Alias for {@link invert}
259
- * @category Shorthands
260
- */
261
- const inv: typeof invert;
262
- /**
263
- * Returns the result of `v` subtracted from {@link one}.
264
- */
265
- function oneMinus(v: vec4): vec4;
266
- /**
267
- * Takes the value in the range `(omin, omax)` and shifts it to the corresponding value in the new range `(nmin, nmax)`. The function clamps the given value the range `(omin, omax)` before fitting, so the resulting value will be guaranteed to be in the range `(nmin, nmax)`. To avoid clamping use efit instead.
268
- * @see https://www.sidefx.com/docs/houdini/vex/functions/fit.html
269
- * @param value
270
- * @param omin
271
- * @param omax
272
- * @param nmin
273
- * @param nmax
274
- * @returns
275
- */
276
- function fit(value: vec4, omin: vec4, omax: vec4, nmin: vec4, nmax: vec4): vec4;
277
- /**
278
- * Takes the value in the range `(omin, omax)` and shifts it to the corresponding value in the new range `(nmin, nmax)`. Unlike `fit`, this function does not clamp values to the given range. If `omin` and `omax` are the same, the function returns the average of `nmin` and `nmax`.
279
- * @see https://www.sidefx.com/docs/houdini/vex/functions/fit.html
280
- * @param value
281
- * @param omin
282
- * @param omax
283
- * @param nmin
284
- * @param nmax
285
- * @returns
286
- */
287
- function efit(value: vec4, omin: vec4, omax: vec4, nmin: vec4, nmax: vec4): vec4;
288
- /**
289
- * Takes the value in the range `(0, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
290
- * @see https://www.sidefx.com/docs/houdini/vex/functions/fit01.html
291
- */
292
- function fit01(value: vec4, nmin: vec4, nmax: vec4): vec4;
293
- /**
294
- * Takes the value in the range `(-1, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
295
- * @see https://www.sidefx.com/docs/houdini/vex/functions/fit11.html
296
- */
297
- function fit11(value: vec4, nmin: vec4, nmax: vec4): vec4;
298
- /**
299
- * Normalize a vec4
300
- */
301
- function normalize(a: vec4): vec4;
302
- /**
303
- * Calculates the dot product of two vec4's
304
- */
305
- function dot(a: vec4, b: vec4): number;
306
- /**
307
- * Returns the cross-product of three vectors in a 4-dimensional space
308
- */
309
- function cross(u: vec4, v: vec4, w: vec4): vec4;
310
- /**
311
- * Linearly interpolate between two vec4's. Same as GLSL's built-in `mix` function.
312
- * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
313
- *
314
- * @shorthands
315
- * - {@link mix}
316
- */
317
- function lerp(a: vec4, b: vec4, t: vec4 | number): vec4;
318
- /**
319
- * Alias for {@link lerp}
320
- * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
321
- */
322
- const mix: typeof lerp;
323
- /**
324
- * Returns the amount to mix `min` and `max` to generate the input value `t`. This is the inverse of the `lerp` function. If `min` and `max` are equal, the mixing value is `0.5`.
325
- * @see https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Inverse-Lerp-Node.html
326
- * @see https://www.sidefx.com/docs/houdini/vex/functions/invlerp.html
327
- *
328
- * @shorthands
329
- * - {@link invlerp}
330
- */
331
- function inverseLerp(a: vec4, b: vec4, t: vec4): vec4;
332
- /**
333
- * Alias for {@link inverseSqrt}
334
- * @category Shorthands
335
- */
336
- const invsqrt: typeof inverseSqrt;
337
- /**
338
- * Alias for {@link inverseLerp}
339
- */
340
- const invlerp: typeof inverseLerp;
341
- /**
342
- * Transforms the vec4 with a mat4.
343
- */
344
- function transformMat4(a: vec4, m: mat4): vec4;
345
- /**
346
- * Transforms the vec4 with a quat
347
- */
348
- function transformQuat(a: vec4, q: quat): vec4;
349
- /**
350
- * Transforms a vec4 with a matrix or quaternion, automatically choosing the appropriate transformation function
351
- * @param p The vector to transform
352
- * @param m The transformation (mat4 or quat)
353
- * @returns The transformed vector
354
- *
355
- * @shorthands
356
- * - {@link xform}
357
- */
358
- function transform(p: vec4, m: mat4 | quat): vec4;
359
- /**
360
- * Alias for {@link vec4.transform}
361
- * @category Shorthands
362
- */
363
- const xform: typeof transform;
364
- /**
365
- * Apply a step function by comparing two values
366
- * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/step.xhtml
367
- * @param edge The location of the edge of the step function.
368
- * @param x The value to be used to generate the step function.
369
- * @returns
370
- */
371
- function step(edge: vec4 | number, v: vec4 | number): vec4;
372
- /**
373
- * Perform Hermite interpolation between two values.
374
- * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/smoothstep.xhtml
375
- * @param edge0 Lower edge of the Hermite function.
376
- * @param edge1 Upper edge of the Hermite function.
377
- * @param x Source value for interpolation.
378
- * @returns
379
- */
380
- function smoothstep(edge0: vec4 | number, edge1: vec4 | number, x: vec4): vec4;
381
- /**
382
- * Converts the components of a vec4 from radians to degrees
383
- * @param rad The input vec4 in radians
384
- * @returns The degrees equivalent of the input
385
- *
386
- * @shorthands
387
- * - {@link deg}
388
- */
389
- function degrees(rad: vec4): vec4;
390
- /**
391
- * Alias for {@link degrees}
392
- * @category Shorthands
393
- */
394
- const deg: typeof degrees;
395
- /**
396
- * Converts the components of a vec4 from degrees to radians
397
- * @param deg The input vec4 in degrees
398
- * @returns The radians equivalent of the input
399
- *
400
- * @shorthands
401
- * - {@link rad}
402
- */
403
- function radians(deg: vec4): vec4;
404
- /**
405
- * Alias for {@link radians}
406
- * @category Shorthands
407
- */
408
- const rad: typeof radians;
409
- /**
410
- * Returns the sine of each component, which are angles in degrees
411
- */
412
- function sin(deg: vec4): vec4;
413
- /**
414
- * Returns the cosine of each component, which are angles in degrees
415
- */
416
- function cos(deg: vec4): vec4;
417
- /**
418
- * Returns the tangent of each component, which are angles in degrees
419
- */
420
- function tan(deg: vec4): vec4;
421
- /**
422
- * Returns the arcsine of each component, in degrees
423
- */
424
- function asin(v: vec4): vec4;
425
- /**
426
- * Returns the arc cosine of each component, in degrees
427
- */
428
- function acos(v: vec4): vec4;
429
- /**
430
- * Returns the arc-tangent of the parameters. If `x` is not provided, `y` is regarded as a value of `y/x`.
431
- * @param y the values of the y-coordinate
432
- * @param x the values of the x-coordinate
433
- * @returns the angle in degrees
434
- * @see https://thebookofshaders.com/glossary/?search=atan
435
- * */
436
- function atan(y: vec4, x?: vec4): vec4;
437
- /**
438
- * Returns the arc-tangent of the parameters.
439
- * @param y the values of the y-coordinate
440
- * @param x the values of the x-coordinate
441
- * @returns the angle in degrees
442
- * @see https://thebookofshaders.com/glossary/?search=atan
443
- * */
444
- function atan2(y: vec4, x: vec4): vec4;
445
- /**
446
- * Returns the base to the exponent power, component-wise
447
- */
448
- function pow(a: vec4, b: vec4 | number): vec4;
449
- /**
450
- * Returns e raised to the power of each component
451
- */
452
- function exp(v: vec4): vec4;
453
- /**
454
- * Returns the natural logarithm of each component
455
- */
456
- function log(v: vec4): vec4;
457
- /**
458
- * Returns 2 raised to the power of the parameter
459
- * @param v the value of the power to which 2 will be raised
460
- */
461
- function exp2(v: vec4): vec4;
462
- /**
463
- * Returns the base-2 logarithm of each component
464
- */
465
- function log2(v: vec4): vec4;
466
- /**
467
- * Returns the square root of each component
468
- */
469
- function sqrt(v: vec4): vec4;
470
- /**
471
- * Returns the inverse of the square root of the parameter
472
- * @param v the value of which to take the inverse of the square root
473
- * @see https://thebookofshaders.com/glossary/?search=inversesqrt
474
- */
475
- function inverseSqrt(v: vec4): vec4;
476
- /**
477
- * Returns the hyperbolic sine of each component
478
- */
479
- function sinh(v: vec4): vec4;
480
- /**
481
- * Returns the hyperbolic cosine of each component
482
- */
483
- function cosh(v: vec4): vec4;
484
- /**
485
- * Returns the hyperbolic tangent of each component
486
- */
487
- function tanh(v: vec4): vec4;
488
- /**
489
- * Returns the inverse hyperbolic sine of each component
490
- */
491
- function asinh(v: vec4): vec4;
492
- /**
493
- * Returns the inverse hyperbolic cosine of each component
494
- */
495
- function acosh(v: vec4): vec4;
496
- /**
497
- * Returns the inverse hyperbolic tangent of each component
498
- */
499
- function atanh(v: vec4): vec4;
500
- /**
501
- * Clamps each component to [0, 1]. Equivalent to HLSL's `saturate`.
502
- */
503
- function saturate(v: vec4): vec4;
504
- /**
505
- * Returns the sum of all components of a vector.
506
- * Equivalent to GLM's `glm::compAdd`.
507
- */
508
- function compAdd(v: vec4): number;
509
- /**
510
- * Returns the product of all components of a vector.
511
- * Equivalent to GLM's `glm::compMul`.
512
- */
513
- function compMul(v: vec4): number;
514
- /**
515
- * Returns whether or not the vectors have exactly the same elements in the same position (when compared with `===`)
516
- *
517
- * @shorthands
518
- * - {@link eq}
519
- */
520
- function exactEquals(a: vec4, b: vec4): boolean;
521
- /**
522
- * Alias for {@link exactEquals}
523
- * @category Shorthands
524
- */
525
- const eq: typeof exactEquals;
526
- /**
527
- * Returns whether or not the vectors have approximately the same elements in the same position.
528
- *
529
- * @shorthands
530
- * - {@link approx}
531
- * - {@link equals}
532
- */
533
- function approxEquals(a: vec4, b: vec4): boolean;
534
- /**
535
- * Alias for {@link approxEquals}
536
- * @category Shorthands
537
- */
538
- const approx: typeof approxEquals;
539
- /**
540
- * Alias for {@link approxEquals}. This is provided for compatibility with gl-matrix.
541
- * @category Shorthands
542
- * @deprecated Use {@link approxEquals} instead
543
- */
544
- const equals: typeof approxEquals;
545
- /**
546
- * Returns the string representation of a vec4
547
- * @param v vector to represent as a string
548
- * @param fractionDigits number of digits to appear after the decimal point
549
- */
550
- const toString: (v: vec4, fractionDigits?: number) => string;
551
- }
552
- //# sourceMappingURL=vec4.d.ts.map
@@ -1 +0,0 @@
1
- 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